For my thesis last year, I created a terrain geneneration framework designed to generate models while a game is running (like libnoise and accidental noise), but with a real-time GUI editor and preview (like world machine and lithogen)
Using a GUI, you can automatically generate an algorithm structure, which is saved as json. This json can later be parsed by the library and used to generate GPU shaders for computing heightmap or voxel values.
* Project web page:
http://www.noisemodeler.org/ * Download (Windows, Arch, Debian Jessie):
http://www.noisemodeler.org/download.html * Demo (sadly no commentary, I'm a bit too shy/lazy):
* User's guide:
http://www.noisemodeler.org/usersguide/noisemodeler-usersguide-0.1.5.pdfWhat do you think? Is this something you could picture yourself using in your game? Why, why not?
I'm wondering if I should put more effort into the project, and eventually where I should focus those efforts.
The project is open-source and zlib-licensed, btw, so contributions are extremely welcome.
And if you make something cool or weird, please post a screenshot and your *.nm.json file here. It would mean a lot to me
EDIT: If you are interested in the details:
* Thesis:
http://daim.idi.ntnu.no/masteroppgave?id=11447 * Github repo:
https://github.com/noisemodeler/noisemodeler